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function saveHeight() {
function saveHeight() {
[[Category: JavaScript]]
[[Category: JavaScript]]
[[Category: Camera]]
[[Category: Camera]]

Latest revision as of 20:52, 10 January 2012


[edit] Description

This script can be attached to a camera to provide some basic minimap functionality such as zooming and a full-screen toggle. It should be noted that this was developed to work in combination with a standard TPS view and AI pathfinder, so if you wish to use it in other contexts, it will require some tweaking.

Developed by stringbot. Feel free to update/improve/fix the code and add yourself to this line.

[edit] Usage

This script should be attached to a Camera GameObject. After this, the correct values need to be set in the inspector. You'll also need to configure two inputs: a "MinimapToggle" button and a "Mouse Wheel" axis.

  • Target: The object to track.
  • Scroll Sensitivity: How fast to move in and out whilst zooming.
  • Max Height: How high the camera can go above the target.
  • Min Height: The closest that the camera can get to the target.
  • Rotate With Target: Should the map rotate when the target does?

[edit] Bugs

None that I'm aware of. Feel free to correct me here!

[edit] JavaScript - MinimapCamera.js

// Target for the minimap.
var target : GameObject;
// Default height to view from.
private var height = 30;
// Is the map currently open?
static var mapOpen = false;
// How much should we move for each small movement on the mouse wheel?
var scrollSensitivity = 3;
// Maximum and minimum heights that the camera can reach.
var maxHeight = 80;
var minHeight = 5;
// Should the minimap rotate with the player?
var rotateWithTarget = true;
function Start() {
    Screen.lockCursor = true;
    height = PlayerPrefs.GetInt("MinimapCameraHeight");
// Where the action is :D
function Update () {
    // If the minimap button is pressed then toggle the map state.
    if(Input.GetButtonDown("MinimapToggle")) {
    // Update the transformation of the camera as per the target's position.
    transform.position.x = target.transform.position.x;
    transform.position.z = target.transform.position.z;
    // For this, we add the predefined (but variable, see below) height var.
    transform.position.y = target.transform.position.y + height;        
    // If the minimap should rotate as the target does, the rotateWithTarget var should be true.
    // An extra catch because rotation with the fullscreen map is a bit weird.
    if(rotateWithTarget && !mapOpen) {
        transform.eulerAngles.y = target.transform.eulerAngles.y;
    // Get the movement of the mouse wheel as an axis. 
    // Needs configuring in your project's input setup.
    var mw : float = Input.GetAxis("Mouse Wheel");
    // If the value is positive, add the height as defined by the sensitivity.
    // Also, save the height to player prefs in both cases with the call to saveHeight().
    if(mw > 0 && height < maxHeight) {
        height += scrollSensitivity;
    // Opposite for negative, just sub the value instead.
    else if(mw < 0 && height > minHeight) {
        height -= scrollSensitivity;
// Function to open/close the minimap.
function toggleMinimap() {
    if(!mapOpen) {
        // Set the camera to use the entire screen.
        camera.rect = Rect (0,0,1,1);
        // Update the global so other scripts can know.
        mapOpen = true;
        // Unlock the cursor for proper point/click navigation.
        Screen.lockCursor = false;
        // Update the relevant PlayerPref key, could be useful for persistence.
    else {
        // Set the camera to use a small portion of the screen.
        camera.rect = Rect (0.8,0.8,1,1);
        // Update the global so other scripts can know.
        mapOpen = false;
        // Lock the cursor for TPS control.
        Screen.lockCursor = true;
        // Update the relevant PlayerPref key, could be useful for persistence.
    // Debug print the current state of the map.
    print("mapOpen = " + mapOpen);
// Method to store the height of the camera as a PlayerPref.
function saveHeight() {
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